10.16.2013

Episode 018 - Off to See the Sorcerer Supreme

Our hosts welcome Jon Leitheusser back to the show to discuss the forthcoming Emerald City Slipcase, though first a look at the recent Biotech and Alien Tech Gadget Guides.

Highlights Include:
- The cover of FANTASTIC FOUR #1 was silly, in case you weren't already aware.
- Multiple discussions of rules minutiae!
- As if just being on the show weren't enough, Mr. Leitheusser runs down what to expect from the Mutants & Masterminds line over the next year or so. Spoiler alert: it's a good time to be an M&M fan!

BONUS: Agents of S.H.I.E.L.D.? More like Agents of M.E.H.

Listen now!

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1 comment:

I wanted to add to your discussion about the Slow Flaw. Slow isn't actually new; it's specifically used for the Variable Effect as a Flaw to keep the Variable from being changed more than once a minute (ie during combat time). It's also kept vague on timing, ranging from 1 min to 1 hour. In practice, it's really just limits a PC from using Variable mid-fight.

The Biotech Slow Flaw is a variant that makes the checks to resist or overcome happen at longer intervals than the default one round for Afflictions and Weakens, with the first application of the effect *presumably* occurring immediately after the first failed resist check. (It is a little vague.) This does essentially take it out of combat time, and the amount that it does so is largely plot-driven, and so IMHO isn't really worth a greater discount if it takes a longer time; to think of it another way, the Slow Flaw essentially changes the Effect from a combat element to a plot element.

Depending on the Descriptor, a Power with that Flaw would probably work best with a few Extras. Subtle and/or Insidious would be good so the PCs don't realize what's happening until it's too late. Cumulative would give the opportunity for multiple attacks to accumulate effect (I would think a classic vampire slowly transforming a victim into a thrall could work with this, or also mad scientists apply "ongoing treatments"). Progressive would also work well, with the effect getting stronger every time the resist check fails, which is probably most like a deadly poison or disease.

I would have to agree with Dan that this is mainly going to be something more for the GM than the players, although I think it could still be useful for some concepts. Oh, and the example Kyle was suggesting like a time-delayed transmitter sounds much more like a Trigger than a Slow.